Please use this identifier to cite or link to this item: https://repository.isls.org//handle/1/1912
Title: Gameplay as Assessment: Analyzing Event-Stream Player Data and Learning Using GBA (A Game-Based Assessment Model)
Authors: Owen, V. Elizabeth
Shapiro, R. Benjamin
Halverson, Richard
Issue Date: Jun-2013
Publisher: International Society of the Learning Sciences
Citation: Owen, V. E., Shapiro, R. B., & Halverson, R. (2013). Gameplay as Assessment: Analyzing Event-Stream Player Data and Learning Using GBA (A Game-Based Assessment Model). In Rummel, N., Kapur, M., Nathan, M., & Puntambekar, S. (Eds.), To See the World and a Grain of Sand: Learning across Levels of Space, Time, and Scale: CSCL 2013 Conference Proceedings Volume 1 — Full Papers & Symposia (pp. 360-367). Madison, WI: International Society of the Learning Sciences.
Abstract: This extended study (building on pilot research) presents a Game-Based Assessment model (GBA) designed to capture relevant information on play and test whether it can constitute reliable evidence of learning. A central challenge for videogames research in education is to demonstrate evidence of player learning. Assessment designers need to attend to the ways in which gameplay itself can provide a powerful new form of assessment. The GBA model has two key layers which build on content-based educational game design: a semantic template that determines which click-stream data events could be indicators of learning; and learning telemetry that captures data for analysis. This study highlights how the GBA was implemented in a stem-cell science learning game, and shows how the GBA demonstrates a relationship among success, kinds of failure, and learning in the game.
URI: https://doi.dx.org/10.22318/cscl2013.1.360
https://repository.isls.org//handle/1/1912
Appears in Collections:CSCL 2013

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